Converting D&D 3.0 characters to MRQ

canology

Mongoose
I'm going to restart an old campaign that was originally run with 3rd Edition D&D.
I was wondering if anyone had given any thought on the best way to translate d20 characters into MRQ?
The attributes should be fairly easy to port over, but I'm no sure how to best handle skills and Feats.
None of the characters are magic users, so I don't have to worry about that at all.
Any ideas are welcome. Unless they consist of "D&D sucks, kills the characters off and make new ones in MRQ!!!" :D
 
canology said:
Any ideas are welcome. Unless they consist of "D&D sucks, kills the characters off and make new ones in MRQ!!!" :D

Damn, there goes my reply. ;)

Stat's I'd just translate, with WIS=POW, and a SIZ appropriate to the character. GM fiat is best used here. Tweaking INT might be warranted, but I tend to think D&D world characters are definitely dumber than RQ world characters, jsut like the players. [That said, I play D&D];)

I'd start with BAB & Skills being multiplied by 5 and added to the baslic starting skill levels of the charaters. Warriors should choose one or two major weapons and put most points into those styles, but also have secondary weapon types at a reasonable level. Some skills will combine [Hide & Sneak] so the GM should tweak things up or down a bit for various character strengths and weaknesses. I'd perhaps even go so far as to say BAB*10 for weapons spread over a range of weapons. Certain feats might be useble to gain extra points on skills. Things like Weapon focus are obviously a +5% bonus on a weapon skill, same with Dodge and similar roll bonus feats like skill focus, but for high level heroes it wouldn't be to strange to give them legendary abilites that are similar to feats. Whirlwind attack and the like are definitely legendary abilities. Feel free to add or remove abilites to your PC's to get the players into the feel of MRQ, a few special abilites that are new or cool will help them settle in to the new system.

Dodge, Resiliance and Persistance are your saving throws, again with base level + 5*Save.

Definitely make the players generate starting PC's and make them run through a few demo's of the combat and skill systems. Have your new PC's run into the old one and show them how experienced characters can handle situations.

Make sure the first few sessions are a lot of fun.

DD
 
I was thinking of this very thing.

You have two considerations: 1. How powerful are your current PCs, and 2. What parts of your D&D setting would you like to port over.

If I ever get a chance, I'll be putting up some stuff on the RQ wiki that would be helpful, such as how to implement a wizard who reads magic books, using the skills Read Magic to understand the spell, and Wizardry to cast the spell. She can also prepare a number of spells limited by her Power, which allows her to cast spells quicker, and without having her spell book in her hands. And she can memorize spells, limited by intelligence, which allows her to cast and prepare spells without a spellbook (like the D&D Spell Mastery feat.)

Most D&D feats can be simply treated as giving the PCs more points in certain skills. For example, weapon specialization can be simply modelled by granting the character a higher weapon skill.

It might help to see what characters you are intending to convert, both PCs and NPCs.

One thought I had for converting a class might be to consider that class an advanced skill. For example, there could be a Paladin skill which grants the ability to lay on hands and summon a mount. Each level of Paladin would be equivalent of 10% in the Paladin skill. This skill does NOT provide weapon bonusses or other features provided by different skills, but I would say Paladins can channel their own Karma into spells, rather than rely on runes or divine or spirit magic or wizardry.
 
Durand Durand said:
canology said:
Any ideas are welcome. Unless they consist of "D&D sucks, kills the characters off and make new ones in MRQ!!!" :D

Damn, there goes my reply. ;)

Stat's I'd just translate, with WIS=POW, and a SIZ appropriate to the character. GM fiat is best used here. Tweaking INT might be warranted, but I tend to think D&D world characters are definitely dumber than RQ world characters, jsut like the players. [That said, I play D&D];)

I'd start with BAB & Skills being multiplied by 5 and added to the baslic starting skill levels of the charaters. Warriors should choose one or two major weapons and put most points into those styles, but also have secondary weapon types at a reasonable level. Some skills will combine [Hide & Sneak] so the GM should tweak things up or down a bit for various character strengths and weaknesses. I'd perhaps even go so far as to say BAB*10 for weapons spread over a range of weapons. Certain feats might be useble to gain extra points on skills. Things like Weapon focus are obviously a +5% bonus on a weapon skill, same with Dodge and similar roll bonus feats like skill focus, but for high level heroes it wouldn't be to strange to give them legendary abilites that are similar to feats. Whirlwind attack and the like are definitely legendary abilities. Feel free to add or remove abilites to your PC's to get the players into the feel of MRQ, a few special abilites that are new or cool will help them settle in to the new system.

Dodge, Resiliance and Persistance are your saving throws, again with base level + 5*Save.

Definitely make the players generate starting PC's and make them run through a few demo's of the combat and skill systems. Have your new PC's run into the old one and show them how experienced characters can handle situations.

Make sure the first few sessions are a lot of fun.

DD
Actually, all the players are familiar with RQ, we just want to resurrect an old campaign that was run with 3.0 and are looking for some thoughts on converting the existing characters over to RQ.
 
Utgardloki said:
One thought I had for converting a class might be to consider that class an advanced skill. For example, there could be a Paladin skill which grants the ability to lay on hands and summon a mount. Each level of Paladin would be equivalent of 10% in the Paladin skill. This skill does NOT provide weapon bonusses or other features provided by different skills, but I would say Paladins can channel their own Karma into spells, rather than rely on runes or divine or spirit magic or wizardry.
I kinda like that idea. Consider it stolen :D

That is the kind of advise I'm looking for, just general guidelines for conversion, rather than the specifics of each PC.
 
As a case study, I thought I'd see how I would go about converting the PC I've most recently played: a 4th level Necromancer/Monk from the Iron Kingdoms, named Dalina Iaganevna. I'll mention some additions to the rules that I've made that may help the transition; you can find most of these on the forums here, and I plan to get them on the Runequest Wiki. I will also try to determine how she could be converted without the book.

Firstly, she's a 1st level Necromancer, and a 3rd level Monk. Instead of setting up a rule, I'd just give the player a budget of skill points to divide, with some recommendations. For Dalina, it seems reasonable to give her 10% in Wizardry and Read Magic, and 30% in Martial Arts. (If you're not using Wizardry and Read Magic as skills, you can assign appropriate runes and give her 10% in Runecasting.) All these are assuming we're adding the % to her default skill level.

D&D stats are STR 13 DEX 18 CON 8 INT 14 WIS 12 CHA 12. That could be easily translated as STR 13 CON 8 DEX 18 INT 14 POW 12 CHA 12. For SIZ, she's portrayed as a petite woman with a severe attitude, so let's make her SIZ 10.

This means she gets 3 CAs, has a Damage Modifier of +0, and gets 2-5 hp per hit location. Using an optional rule we've discussed in the Martial Arts thread, she can add 1/5 her Martial Arts skill to Str and Siz to determine her Damage Modifier with her unarmed attacks and specially trained monk weapons. This means that her effective STR + SIZ + 1/5 MA% = 29, so she does +1d2 with a martial arts attack. She has 12 magic points, and a strike rank modifier of 16.

Her skills in D&D were Escape Artist +9, Gather Information +5, Handle Animal +4, Intimidate +6, Jump +8, Listen +2, Perform (Warbard) +4, Sense Motive +3, Spellcraft +6, Spot +3, Swim +2, Tumble +12. The easiest way to deal with this would probably to just multiply these modifiers by 5% and apply them to equivalent Runequest skills.

Her feats were Iron Will, Improved Initiative, Weapon Finesse, Scribe Scrolls, Improved Grapple, and Deflect Arrows. Iron Will could be a +10% to her Persistence skill. Weapon Finesse could be a +25% to her weapon skill (Katrena's Hook). Scribe Scrolls is simply the Read Magic skill she gets as a Wizard. Improved Grapple would be a +20% bonus in her wrestling skill. Deflect Arrows can either be considered a special advantage or legendary ability, or it could just be modelled by +15% do her Dodge skill.

That leaves Improved Initiative. I have a thread about making Initiative a skill, which replaces some of the MRQ rules for determining initiative and combat actions. Otherwise, you could just consider it an advantage that raises her Strike Rank Modifier by +2, to 18.

She didn't have any magic items, so those do not need to be considered.

Her saving throws were +2 Fort, +7 Ref, and +8 Will. This could be translated as 10% Resistance, 35% Dodge, and 40% Persistence. This includes the +10% for the Iron Will feat.

Dalina is a necromancer, which means by the D&D rules she is barred from casting conjuration and illusion spells. There is no direct way to model this prohibition in Runequest unless the option of allowing disadvantages is employed. In Iron Kingdoms, this makes sense, since Necromancy is regarded as a special taint -- the GM may even decide that Necromancy is a different skill from Wizardry, and assign Dalina's scores to that skill.

I will assume that her ability to prepare spells is limited by her POW, so she can prepare up to 12 total magnitudes of spells. Spells that she has prepared, she can cast as many times as she has prepared, even without her spell book. But since this is not D&D, if she has her spell book she can cast any of her spells directly out of that without a penalty.

She does not have the Spell Mastery feat, so she has not "memorized" any spells. If she had, she'd be able to prepare of cast those spells, even without her spell book.

I've noted a special Iron Kingdoms limitation for Dalina, which would apply to anyone trying to cast necromancy magic: She has to make a Fort Save of DC 16 to avoid 2 points of nonlethal damage when she casts one of her Necromany spells. This can be modelled as a opposed Resilience roll against 80%; failure means that she is fatigued.

As a monk, she gets a +10' bonus to her basic move. Perhaps this can be modelled as a +10% bonus to her Athletics skill. Evasion and Still Mind can either be modelled as legendary abilities, or else as bonuses to her Dodge and Persistence skills.

I've noted a number of conditional bonuses for Dalina. Converting these as +5% per +1 of D&D bonus, these are +10% to Read Magic checks involving Necromancy magic, +10% to Intimidation and Handle Animal skill checks, +5% to spot checks, and +10% synergy bonus to Athletics and Acrobatics checks involving Jumping.

She can read and write Khadoran and Cygnarion as bonus languages. As a native of Khador, I'd rule a 140% fluency is speaking Khadoran and a 70% fluency in reading Khadoran. Her skill levels in Cygnarion would be considerably lower.

Her spell book includes all the cantrips (0-level spells) in the PHB, plus the following 1st level spells: Cause Fear, Shield, True Strike, Hold Portal, Protection from Evil, Comprehend Languages, Identify, Magic Missile, Expeditious Retreat, Magic Weapon, Mage Armor, and two spells she's created herself: Black Patch, and Blackflame Armor. These could be replaced with Runequest equivalents, or else converted into Runequest terms. Be sure to take into account that Runequest characters can take a lot less damage because it is all concentrated on one hit location.

I hope this helps.
 
If you're asking me, *I* would just give all the characters 90+1d10 % in all skills related to their d20 class, and 75+1d20% in all advanced skills related to their d20 class.

Then I'd say that all MRQ stats are equal to the d20 stats multiplied by 1.5.

:)
 
iamtim said:
If you're asking me, *I* would just give all the characters 90+1d10 % in all skills related to their d20 class, and 75+1d20% in all advanced skills related to their d20 class.

Then I'd say that all MRQ stats are equal to the d20 stats multiplied by 1.5.

:)
Before anyone flames lil Timmy, I should point out that his character *was* going to be one of the ones that were being converted...
 
Utgardloki said:
<snip an enormous, well thought out framework for coversion>

I hope this helps.
Quite a bit! Thank you, I'll be printing that out and using it to work through my own conversions I think.
 
Then I'd say that all MRQ stats are equal to the d20 stats multiplied by 1.5.

Really, there is no reason to multiply D20 stats by 1.5 for RQ, since both use the same scaling of 3d6, except for Intelligence. If a D&D character has an INT less than 8, I'd just translate it straight, and add "the Dumb" to the character's name. Alternatively, you can either peg the human minumum, or else rescale INT from 3-18 to 8-18.

And if the player's name is "Tim", subtract 4 :lol:
 
I was thinking about how the classes would be converted. This would, I think depend on the world, so I will assume I'm converting my own homebrew world of Arol, as an example of how I'd do things.

Barbarian There are a number of barbarian cults, although there is also no reason why a barbarian has to be a member of any of these cults. Barbarians have skill in fighting and survival in the woods, and also the MRQ rulebook describes a Rage legendary ability (which is also optional, of course, for an individual barbarian). The Kosaka barbarians also have rituals which can focus a character's coordination (cat totem) and intellect (owl totem), as well as his strength (bear totem).

Bard There are minstrels, and there are bards. To become a bard requires passing an exam, which demonstrates mastery of music, lore, and bardic magic (there is a special Bardic Magic advanced skill, and bardic spells are learned as rune spells are). There are also higher colleges of bard, and most bards will take the exams to be certified for the highest college they are capable of.

Cleric/Druid Runequest has adequate skills for cults. I'd also make it possible for characters to earn special abilities by sacrificing hero points; thus a druid could earn abilities such as trackless step or shape change. A good cost would probably be 10 hero points per level.

Fighter Runequest certainly makes adequate provision for fighter-type characters.

Monk Runequest provides a martial arts skill. Special abilities can also be earned as legendary abilities.

Paladin This was covered before as having a type of magic I've been calling Karma. Karma allows paladins to turn undead, summon mounts, and cast paladin spells.

Ranger Rangers are not really contrasted with barbarians. In Arol, a character may be called a Ranger-Shaman (if male) or a Ranger-Witch (if female) if she is able to fight, survive in the woods, and cast spells. It matters little if she is a Ranger or a Barbarian multiclassed into Druid.

In the Runequest world, there is no multiclassing, but there are some Ranger cults and guilds, which may teach spells to initiates. Usually a Druid's cult will also have Rangers as rune lords, but some Ranger cults will not be affiliated with a Druid cult.

Rogue This is a tough one, as Runequest does not make a provision for sneak attack. It could be made a legendary ability, but then we lose the whole dynamic of experienced Judges wiping a nest of "low-level thieves" out.

Perhaps there could be a "Sneak Attack" advanced skill, available from various guilds. A Sneak Attack could only be done under certain conditions, but if it succeeds, then it counts as a precise attack that bypasses armor. On a critical success, a sneak attack allows the attacker to decide which hit location is hit, as long as the hit location is within reach.

Sorcerer I believe there are runequest rules for Sorcery, but since I'm talking about converting a D&D setting to Runequest, I'd take an approach that matches how sorcerers fit into this world.

In Arol, sorcerery is a gift of the gods. In Runequest, a sorcerer would have a set of spells that he'd automatically know and be able to cast. His sorcery skill starts at CHA + POW. A sorcerer can also develope more spells by spending 8 hero points per magnitude.

Wizard Wizards have skill in Wizardry and Read Magic. Read Magic allows wizards to read spell books. Wizardry allows Wizards to cast spells that they've read, memorized, or prepared. A wizard needs an effective skill level of at least 20% per magnitude to attempt to cast the spell.

Using my specialization rules, Wizardry can be specialized (Enchantments, Conjuration, Fire Magic, etc). To determine effective level, a wizard may add her Wizardry skill to one specialization skill.
 
If you have a copy of Thieve's World, I believe it has conversions in there for RQ to AD&D.. Slightly similar anyways..
 
How are sneak attacks handled in a conversion?

The only thing I can think of is the Sneak Attack advanced skill, which replaces precise attacks. But I don't know if that is the best idea out there.
 
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